RimWorld

RimWorld

ReGrowth: Core
1,680 Comments
rout 1 hour ago 
Added a sorting rule to load this after Medieval 2 and it works fine now.
VitaKaninen Apr 30 @ 9:18pm 
Can you add books for berry and mushroom cultivation? I like to do no-research runs, and only rely upon books to unlock my tech, but books do not exist for those subjects, so I can never unlock them.
Wish Granter Apr 21 @ 12:39am 
Thank you guys for the great work!
Daevinski Apr 20 @ 3:36pm 
Either this mod or one of the ReGrowth addons is not playing well with the new Vanilla Quests Expanded - Cryptoforge in the list. It's something with the ordering rules.

Both mods active together messes with the position of the other mods in the list, which results in red errors at the main menu. It doesn't happen with just one of the mods, though.

I tried RimSort, RimPy and even just the in-game mod manager Auto-Sort, but it doesn't matter.
JoeOwnage Apr 15 @ 2:43pm 
@Bronk Hotblast same here
Bronk Hotblast Apr 15 @ 3:08am 
I am getting a conflict between this mod Vanilla Expanded: Medieval 2
RAD EMERALD Apr 13 @ 1:44pm 
HEY, WHERE REGROWTH SAVANNA!
Ostrich Apr 12 @ 6:40pm 
could i get a link to the 1.3 version of regrowth? Currently coming back to the game and trouble shooting, my save has the grey screen of death, and have found that this version of regrowth breaks my game upon loading because i only play 1.3.
Sumatris Apr 4 @ 1:35pm 
I just noticed that my wind turbines are all but idle during a monsoon despite the tooltip talking about strong winds. Any chance you could do rectify this? Much obliged :-).
0。0 Apr 1 @ 10:28am 
ResearchTabDef need two Tags
<generalTitle></generalTitle>
<generalDescription></generalDescription>
Reidlos Mar 30 @ 4:48pm 
The mod options like hot springs fog, what mods work with that? does standalone hotspring?
Nexus Mar 27 @ 12:33am 
I use WMBP but im thinking of swapping over to this, I was just wondering, is it compatible with alpha biomes? just cause i know WMBP required an add on mod for it and im not sure if this one does as well
Rohzdear Mar 26 @ 11:28am 
I see [WD] Realistic Darkness mentioned in compatibility. Is this compatible with Moonlight/Moonlight Continued also? Which one would you recommend over the other?
Keeper Mar 23 @ 12:26am 
@El Punto, that worked thank you very much! Medieval 2 does need to be loaded before Regrowth Core.
BigGovernment Mar 22 @ 11:17am 
I can get regrowth and M2 to load together. I don't think that's it.
Pixelly_ Mar 22 @ 2:38am 
@Brooke, I can't even get a map to generate so I think something with regrowth and medieval screwed it.
El Punto Mar 22 @ 12:37am 
A patch to add a load rule stating this mod should be loaded after medieval 2 might do the trick.
El Punto Mar 22 @ 12:33am 
@Keeper I had the same issue. I suspect you're loading "Vanilla Factions Expanded: Medieval 2" after this mod. Try moving that mod above this one in the load order.

This mod is adding an entry to "sowResearchPrerequisites" in Ideology-Plants.xml while the other mod is adding an entirely new "sowResearchPrerequisites" node in PlantsPatch.xml causing the duplicate error if done in that order.
Keeper Mar 21 @ 10:28pm 
@Crucible: It's in relation to a research tech for plants.
Keeper Mar 21 @ 10:28pm 
XML error: Duplicate XML node name sowResearchPrerequisites in this XML block: <plant><fertilityMin>0.01</fertilityMin><fertilitySensitivity>0.15</fertilitySensitivity><growDays>40</growDays><dieIfLeafless>true</dieIfLeafless><harvestYield>8</harvestYield><harvestTag>Standard</harvestTag><harvestedThingDef>VFEM2_RawGlowstool</harvestedThingDef><maxMeshCount>4</maxMeshCount><neverBlightable>true</neverBlightable><visualSizeRange>0.4~0.7</visualSizeRange><topWindExposure>0.05</topWindExposure><wildClusterRadius>3</wildClusterRadius><wildClusterWeight>5</wildClusterWeight><purpose>Food</purpose><pollution>Any</pollution><sowResearchPrerequisites><li>RG_MushroomCultivation</li></sowResearchPrerequisites><immatureGraphicPath>Things/Plant/_Immature/Glowstool_Immature</immatureGraphicPath><sowTags><li>Ground</li><li>Hydroponic</li></sowTags><sowResearchPrerequisites Inherit="False"><li>VFEM2_Alchemy</li></sowResearchPrerequisites></plant>
Brooke Mar 21 @ 2:58pm 
for some reason regrowth mods just completely stop any world i generate from generating any sort of trees or plants at all while used with the "Biomes!" series of mods
Crucible Mar 21 @ 2:49pm 
@keeper what exactly is the clash with VE Medieval 2?
Keeper Mar 19 @ 6:41am 
Is it possible to get a patch to work with the Vanilla Expanded Medieval 2 mod?
dabeek Mar 18 @ 9:49pm 
@Helixien Does the WMBP code in this mod also cover Alpha Biomes?
dabeek Mar 18 @ 9:49pm 
@HIVEMIND The mod includes it.
UnofficialName Mar 17 @ 10:40pm 
This mod does the same thing as WMBP.
HIVEMIND Mar 16 @ 10:44pm 
why incompatible with beautification map?
Helixien  [author] Mar 12 @ 10:51am 
@Swinfough: As far as I know that is vanilla behaviour.
Swinfough Mar 10 @ 6:46pm 
Although true you can just go to the map border to leave in such case, it means having to manually load all materials and anesthetize any animals you have with you in order to carry them out. Regardless, I'd say 10/10 mod. Recommend to anyone looking at these comments.
Swinfough Mar 10 @ 6:00pm 
great mod, but you are unable to reform a caravan to leave an area if there are hostiles, even if the hostiles are neutral (like insects that spawn in a cave)
nuwaa Mar 10 @ 12:17am 
I wanted to change the Faction Placement setting in your mod to avoid Medieval Overhaul's Faction from setting up a base in the ice field, but I couldn't figure out which file to change.
I think there used to be such a setting in the Patches folder, but I can't find the appropriate file in any folder.
Could you please tell me the name of the file that should be changed?
Niylark Mar 3 @ 2:39pm 
disabling the new world map graphics in settings doesnt actually work... is there anything i can do to fix it? its an accessibility thing for me. i can't easily make out the differences in the terrain graphics and its totally fucking with me
JoeOwnage Mar 2 @ 12:11pm 
Does bathing help with heatstroke? Will pawns go to the bathing zone if overheated?
Bitterholz Mar 1 @ 10:06am 
Am currently troubleshooting a few issues regarding CE mod interactions, in between of some errors Ive seen a ReGrowth patch for VRE: Androids fail, Ive never even subbed to it. Now Im wondering what exactly it does to Androids and maybe other races, cuz I was under the impression that biome mods dont really interact with race mods etc. Could you shed some light on this, havent found info elsewhere?
Panthercat64 Feb 26 @ 6:03pm 
Ah okay, well thank you for answering honestly...


I'll keep trying over here and see what I'm missing
Helixien  [author] Feb 26 @ 1:52pm 
@ Panthercat64: Yes, because I cant just take other peoples and include it without permission. Its also not my job to add support for every biome there is.
Giveth Feb 23 @ 7:52am 
I really like this mod, but I wish there was an option to revert to vanilla soil textures.
Had a hell of a time trying to find out what was changing how the soil looked lol.
Panthercat64 Feb 21 @ 6:26pm 
Is it too much to ask for adding the beautification textures from the patches from other mods into the this mod?
I tried to do it myself, thinking I just put the world objects textures into the right folder, but I clearly don't know what I'm doing...
Helixien  [author] Feb 19 @ 6:18pm 
@SiaNKs: Boiling biome.
Dust Feb 19 @ 8:29am 
Never realized how much stuff I use this added. Great mod.
Helixien  [author] Feb 17 @ 3:51am 
@Neeneko: Might be that hand painting them doesnt work tbh. But I am not sure. I will add it on my list for ReGrowth 2 fixes.
Neeneko Feb 15 @ 3:08pm 
Question : is there something that triggers lava glowing? I have a bunch of it on my hand edited map, and sometimes patches glow, sometimes they don't, and most of it never does. I have not been able to find any tweak or setting for 'yes, make this glow'.
SiaNKs Feb 14 @ 10:49pm 
Where do we find biome mod with Hot Springs?
Mbos Feb 12 @ 4:52pm 
Not so much a bug but a missing interaction i have noticed. Atleast for me.
I was having a Blizzard but my wind turbine was not affected bij it.
I would imagine if there where heavy winds that they would be going at full speed.
Nimrod Feb 11 @ 8:10am 
Possible Bug: I just have the forced weather "Rainy thunderstorm" set by a quest with a weather controller machine, its -18C outside and my colony is taking burn damage from the rain.
I am not in or near any burning enviroment.
SiaNKs Feb 8 @ 8:36am 
Hm, there's Beautification Project implemented in it, right? So I wonder, since there's Extra Vanilla bioms mod and it has its "dlc" for this particular mod, i wonder if this DLC would also work with this implemeted version of Beauty Map Project Mod
Senilia Feb 6 @ 1:12pm 
I have discovered a potential issue that does not trigger any red error messages. When the weather transitions from light snow to heavy snow, the heavy snow texture disappears. However, if the weather changes from clear skies to heavy snow, the heavy snow texture appears normally. I have been using the ReGrowth: Core mod since version 1.3, and this issue emerged after an update during version 1.4. At that time, I didn't pay much attention to it, but this time I conducted thorough exclusion tests and confirmed that the problem lies with ReGrowth: Core. I hope you can investigate the cause. (The above issue was identified during testing with only ReGrowth: Core installed.)
✶ Fitz001 ✶ Feb 4 @ 8:19pm 
having 1 mod instead of around 8 does feel much more lightweight lol
Felios Feb 4 @ 4:50am 
"as lightweight as possible"
"Let's make our mod stomp all over other mods and make them incompatible"
It's much easier to drop Regrowth than all the other mods that it 'replaces.'
Mohreb el Yasim Jan 29 @ 2:02pm 
On the other hand Steam does not update the mods unless you launch rimworld with steam directly. so it is hard to followupdates when one uses the standalon version of rimworld. (to many runs ruined by some autoupdate at a wrong time to go back to the steamed version.)